Patch 5.2 PTR - Build 16577
A new build will be deployed to the PTR realms soon. Keep checking back, as we will update these notes often.
Achievement Changes
Originally Posted by MMO-Champion
Dungeons & Raids
Guild Feats of Strength
Guild
String Changes
Originally Posted by MMO-Champion
Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses
Druid (Forums, Talent Calculator)
Balance
Mage (Forums, Talent Calculator)
Talents
Arcane
Frost
Major Glyphs
Monk (Forums, Talent Calculator)
Mistweaver
Paladin (Forums, Talent Calculator)
Talents
Protection
Retribution
Priest (Forums, Talent Calculator)
Shadow
Shaman (Forums, Talent Calculator)
Talents
Elemental & Restoration
Raid & Dungeon Abilities
Blue Posts
Originally Posted by Blizzard Entertainment
PTR Class and Set Bonus Issues
Soo, in short you just nerfed us ele shamans so we can swich targets easly?
There was no nerf. Sorry if my explanation was unclear. Lava Burst with Flame Shock should do exactly the same damage it does on live. Lava Burst without Flame Shock will do more damage than it does on live. It is a buff to unfavorable situations.
Now all that said, Elemental's damage is still low. I didn't want that message to distract players from the Lava Burst change. I also didn't want players to campaign for just buffing the heck out of Lava Burst, because that would have done damage to the rotation and PvP. Instead, we want to buff Elemental evenly. Imagine a Shamanism buff if you must until we decide the actual change.
Rogue 4 piece is COMPLETELY useless for combat. We already energy cap during Ad Rush, so giving us more energy during Shadow Blades does nothing, as de-coupling Ad Rush/Shadow Blades appears to be a DPS loss even with the 4 piece. I thought the goal was to boost combat single target damage in 5.2. Guess not.
We would need to see some numbers on this. If you hate to decouple the two CDs then I could see how it would be a problem. But decoupling them and using the set bonus should be a DPS increase.
Go back to the start, start with the principle of "Basic rotation is MS->OP->OP->X" and "Sometimes you will prioritize Slam over OP when you are running high on rage", and figure out how to make it work from there. As it is, always having OP always taking priority over all the other fillers leaves the rotation feeling too cramped and awkward, and takes all rage management out of the rotation, leaving us with no choices except hitting HS when we can't spend enough rage with the default rotation.
The intent is Mortal Strike -> Overpower with Slam used during Colossus Smash or during moments of excess rage.
We tried the change to Overpower proc'ing Sudden Death with noble intentions of making the rotation more dynamic since CS would be slightly more predictable. However, the change isn't a clear win, so we're not sure it's a good change. We are likely to go back to autoattacks proc Sudden Death, but leaving the 1 GCD on Overpower. We are also intrigued by the idea of having Opportunity Strikes (mastery) also proc Sudden Death, so we might run some numbers on that. The buff to Deep Wounds, mastery and haste should all help with Arms scaling (though we remain convinced that players often focus much too much on scaling and not on overall DPS). (Blue Tracker / Official Forums)
Vanilla WoW Nostalgia
Answer can be found in the vid I posted above, game is hardly any time consuming now.
It really depends on which activity are you doing. Sure, if you only do dailies, scenarios, etc, it doesn't take much time. If you want to cap your valor points, you'll have to put some time into the game, though.
If you're chasing Heroic raid kills, you'll have to devote time as well. That's the beauty of the game these days, you can devote as much time as you want (and your reward will probably be comparable to how much time you've spent).
It doesn't matter if you don't get to see an end boss, it tells you hey I need to put some effort into this game if I want to do it, and before I get to see the end boss I have to experience the other fights as well.
For some it does. It was kinda weird for some people to see Illidan on the cinematic in TBC and never get to see him while he was current content because of .
If you don't have enough time well that is a different thing, but allow people that have or find time and put effort to feel awarded for it, don't just let everyone who can press Join LFR see and defeat the boss.
People that have time (and the will) can defeat Heroic bosses and get rewarded much more than someone seeing the content through LFR. And from time to time there're bosses that are exclusive to Heroic raiders (Algalon, Sinestra, and now Ra-den when 5.2 is released).
That's what in my opinion new WoW will never have and why old way of raiding will always be better than the current one, it simply does not feel rewarding enough for people that want to put effort and this has absolutely nothing to do with nostalgia because it's a fact, whoever raided whoever spent hours grinding/gearing after finishing what they started (eg Illidan) they could say I feel proud of myself and get a sense of accomplishment something people today will NEVER feel.
It's your opinion, so you can't make it a fact. I feel as proud of my Arthas kill as I do of my TBC/Wrath/MoP kills. It's just up to you to how much importance you wish to give to those events.
For me Arthas ranks higher than the others. Why? Because I've liked the Lich King character for a really long time and I feel his story (Arthas) was interesting to me.
Anyone saying FOR A FACT that any stage of this game was the best, is a person unable to grasp the simple concept of "subjectivity". What one considers the peak of existence for this game, others didn't even bother coming back to beyond reaching max level.
True. As much as I love those evenings in BRD with my friends, I wouldn't have the time for it today. Time changes.
If you had a good guild with a sufficient array of active people, you had it all. If you didn't? Well, you best get searching! Happened to level on a medium pop server that died before you hit 70? You better transfer!
In fact, I remember some guilds became "feeders" of the most progressed guilds on the realm, so these guys could never really climb through the ranks because they kept losing raiders to guilds with more progress.
Most people are just nostalgic. Nobody remembers the monotonous, the day to day. Everyone remembers the peaks. Do you remember the grind between 55 and 58?
This is true, we tend to forget the bad memories and keep the bright ones. Back in Vanilla, I leveled my first character from 58 to 60 just circling Corin's Crossing because it was most efficient than trying to quest back then. And it wasn't terribly fun...
http://www.youtube.com/watch?v=2byfN...ZxPfq&index=16 This may explain what happened to the community
It's a very interesting thought in fact, thanks for sharing it!
For me, BC had its perks (I cleared everything but SWP before the great nerf). I enjoyed it overwhelmingly, and believed there was nothing greater than THAT era, even in WOTLK or Cata. Come Mists, I can now appreciate the range of content, the ease, the beauty of choice, etc. that was not there in BC. As mentioned before, I would like the sense of a community back and not just the current XBOX live crowd, but if that requires removing LFD/ LFR, then I'd rather stick with ignoring people.
But even these days, you surely have your community, right? I mean, your own circle of friends (perhaps your entire guild, perhaps just some guildies and a couple friends on the realm).
We're all part of the same community. If anything, I'd say now we have the luxury of deciding when and how we want to participate with strangers. Before it was your only way of accessing to certain content (5-man PuGs or more progressed raiding guilds) and as with everything else in life, at times you'd have wonderful experiences and at times absolutely miserable ones.
So, was that better than being able to stick with your friends and try to go as far as possible? It's really up to each individual. Some people love to make new friends, some would rather stick to their circles.
WoW was better because the community was far better. All this LFG/LFR stuff ruined the community, but certainly brought in the big bucks.
The community wasn't really better. Perhaps what happened was that the interaction was more limited? Through the Finder tools you can literally encounter hundreds of players every single day, it's hard to not come across a rotten apple every so often. Back then we didn't even have a Raid Finder, so most experiences with large groups were on PVP, and I'm fairly sure we all have memories of how heated the BG chat would be at times, as well as players from the opposite faction shouting text that was offensive for your team.
The bad apples were already there, but our exposure as individuals... I'd wager it was much smaller, since even arranging a 5-man group (a pure PuG, that is) was a rather lengthy process.
It's human nature, we naturally dislike change. I guarantee if you go on any popular game forum you'll see how terrible people think that game is now compared to how it used to be.
Oh, but this happens even on games that are yet to be released... There'll always be people hoping for something that is not what they feel they're getting.
When questing you had to read the quest and understand where the mobs are or what to do for it, now you get the quest and look at map go where the circle is, so stupid, and nobody quests in the old zones anymore the world is empty, the world is dead.And there are many other things but ill stop here.
As far as I remember, many players would read the quest name, go to Thottbot, type the name of the quest, note the coordinates and then, with their addon, and then go there and get it done. Leveling guides from 1-60 were also popular because many players felt lost on their way to max level without them. You might feel that was epic, but it was truly confusing for the people that really didn't know where to go next or how to get to maximum level.
i love this blue poster, he dumps on vanilla all the time
Vanilla gave me very memorable experiences. I enjoyed the discovery of Azeroth, the trek with my first character all the way to level 60. My first Molten Core, UBRS, WSG, you name it. But looking back, that doesn't prevent me from seeing the flaws it had in many regards.
Vanilla was good in some aspects and bad in others. And every expansion since then has had its own lows and highs.
Except back then your reputation mattered and helped to keep people in check. With no server transfers or name changes people couldn't afford to continually be idiotic in their interaction with others. That really any better?
There were plenty of ninja looters, gankers and PVP griefers back then. It wasn't any different to today. Reputation and helping others was important only to those that cared about it, just as (surprise) today.
There's always been the choice of sticking with friends and progressing as far as you could. Now, if friends just aren't cutting it you can leave them behind without a seconds thought and jump into the anonymous world of LFD/LFR.
Quite the opposite, you can actually go with them onto LFD/LFR if for some reason they can't go through normal modes and you'll get as far as you can. Back in the days, you had to leave them behind if you wanted to go kill, say, Kil'jaeden, and they weren't cutting it.
Playing the devil's advocate here, but basically The game now is just this
1)ACCEPT QUEST
2) OPEN MAP
3) COMPLETE QUEST BY GOING TO THE NUMERS ON YOUR MAP
4) VIEW ALL MAJOR PVE CONTENT IN LESS THEN A DAY BY PRESSING QEUE (FEEL FREE TO AFK IN LFR)
5) THE PEOPLE YOU MET IN CROSSREALM ZONES, DUNGEONS, RAIDS, SCENARIOS, PVP YOU'LL MOST LIKELY NEVER SEE AGAIN
Back then it was something like this...
1) Accept quest
2) Minimize WoW, check in Thottbot (for example) the quest(s?)
3) Complete quest going to the noted coordinates.
4) Minimize WoW, go to youtube, view all major PVE content in a couple hours by pressing "play" (Feel free to kick back and relax)
Point 5 doesn't really apply here because we didn't have Cross-realm zones, dungeons, raids, scenarios back then, but it did apply on PVP however.
Looking back at the other 4 points. We could argue the first three now have reduced hassle. And I don't know about you, but I'd rather take part on viewing all major PVE content and achieve it by myself (no matter if its on LFR, Normal or Heroic) than see some random pixel heroes go do it while I'm left trying to figure out what's going on. (Blue Tracker / Official Forums)
Player Proposed PvP Changes Feedback
- Strip classes off their CC. Some classes should not be able to CC at all. Warriors did perfectly fine throughout Vanilla, TBC and WotLK (bar S5) without any form of stun, same with many other classes that lacked CC. Rogues and Paladins were the only classes that had a form of stun and it should remain like that.
Warriors had mace stun in BC, Mages had Deep Freeze in WotLK and Impact stun in both WotLK and BC, Druids had both Bash and Pounce, even hunters had a form of stun in BC. Many more classes than just rogues and Paladins had a form of stun.
Stating that you feel some classes should not be able to CC because that is how it was back in the old days is not an appropriate argument, because it's not true. Since the beginning of WoW all classes have had at least some form of CC, be it roots, snares, interrupts, disarms, fears, stuns, incapacitates or disorients. However, saying you feel that every class has too many CC's now is understandable, but do note that we are not going to simply remove every single CC from the game.
If we were to remove all crowd control from the game, then everyone would simply run at each other and just mash buttons, with all things being equal whoever got the first hit would win. We definitely understand that there are legitimate reasons for why some players just don’t like CC, but when it comes to designing an interesting and interactive combat model for PvP, there are many more reasons for CC to exist.
- Make Blue PvP gear (Not the crappy Contender's set, but stuff as Dreadful) completely craftable. I'm getting sick of losing games against opponents I know I can win against just because they bought a RBG boost. World of Warcraft being a MMO (jk LFR) doesn't justify the huge gear gap this game currently has.
We are addressing gear disparity in patch 5.3, we know that catching up part way through a season where you have fallen behind in gear is frustrating. You can find out more about the upcoming gear changes for PvP here: http://eu.battle.net/wow/en/blog/6994181
- Bring back CLASS UNIQUENESS! Every class has everything now. It's just plain boring. You might aswell remove classes because they are all copies of each other. Why did Paladins get an interrupt AND an AoE blind? What do Monks lack that no other Melee has? Why did Rogues and Mages get a heal?
Yet one of the key arguments that you see quite regularly here is, "Y has the ability to do Z. Why is it that my class, X, cannot also do Z?"
This is not to say you are wrong or that the above argument is in any way valid. The abilities a class has is just one of the things that makes them unique, you have to also think of their intricacies and how each one operates using their own mechanics and/or resources. Just because the game has moved away from more clunky systems such as Aura/Aspect twisting and stance dancing doesn't mean that all classes have become the same. We have been implementing new systems to the game that keeps making classes feel and play uniquely, like Holy Power and many others.
While it's not immediately evident, crowd control abilities are also unique to every class. In the end a stun ends up doing the same thing for all classes, but the how its used and what is done to use it is generally unique to each class. Saying that there are no unique classes because they can all CC is the same saying every class is identical because they can do damage (I understand that this is a hyperbole, but you get my point). The above reasons are why you see a great variety in classes played, because they are all different, if each of them were the same then why would there be classes?
- Make casters actually have to cast again. The current state of the so-called "casters" is completely retarded. They're basicly Melee DPS but from Ranged. It's just stupid.
I made a post about this a while back, we understand that the amount of instant casts is quite frustrating right now and we are looking into this. We wish to start not only moving many of the crowd control spells back to having a cast time, but also other spells as well. You can already see some of this shift in the 5.2 patch notes, such as the cast time on Blinding Light and an arming time on Ring of Frost when used with Presence of Mind. You can see the old post on this topic here: http://eu.battle.net/wow/en/forum/to...365?page=6#108 (Blue Tracker / Official Forums)
More...
A new build will be deployed to the PTR realms soon. Keep checking back, as we will update these notes often.
Achievement Changes
Originally Posted by MMO-Champion
Dungeons & Raids
- Glory of the Thundering Raider now has Account Wide progress.
Guild Feats of Strength
Guild
- Realm First! Ra-den no longer rewards 10 points.
String Changes
Originally Posted by MMO-Champion
- LFG_BONUS_REPUTATION_TOOLTIP - Champion a faction by clicking the star button. You will earn bonus reputation with the selected faction for various activities.
Spell Changes
Originally Posted by MMO-Champion
Item Set Bonuses
- Item - Shaman T15 Elemental 2P Bonus Your Lightning Bolt, Chain Lighting, and Lava Beam hits have a 10% chance to cause a Lightning Strike at the target's location, dealing 70,000 35,000 Nature damage divided among all non-crowd controlled targets within 10 yards.

- Wrath (Balance) Causes [ 2,450 + 111.9% Causes [ 2,664 + 121.6% of Spell Power ] Nature damage to the target.
- Wrath (Feral, Guardian, Restoration) Causes [ 2,450 + 111.9% Causes [ 2,664 + 121.6% of Spell Power ] Nature damage to the target.
Balance
- Starfire (Balance) Causes [ 4,080 + 181.1% Causes [ 4,434 + 196.9% of Spell Power ] Arcane damage to the target.
- Starfire (Feral, Guardian, Restoration) Causes [ 4,080 + 181.1% Causes [ 4,434 + 196.9% of Spell Power ] Arcane damage to the target.
- Starsurge You fuse the power of the moon and sun, launching a devastating blast of energy at the target. Causes [ 4,572 + 219.7% [ 4,970 + 238.8% of Spell Power ] Spellstorm damage to the target and generates 20 Lunar or Solar energy, whichever is more beneficial to you. Can be cast in Moonkin Form. Can't be cast in Tree of Life Form. Druid - Balance Spec. 10.3% of Base Mana. 40 yd range. 2 sec cast. 15 sec cooldown.

- Arcane Missiles Launches five waves of Arcane Missiles at the enemy over 2 sec, causing [ 379 + 28.5% [ 267 + 25.7% of Spell Power ] Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 50% 40% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges. 60 yd range. Instant.
- Frostbolt Heals your Water Elemental for [ 1,613 + 155% [ 1,988 + 191% of Spell Power ]. 40 yd range. 2 sec cast.
Talents
- Invocation Removes Evocation's cooldown and reduces its channel period and duration by 50%. Completing an Evocation causes you to deal 15% increased spell damage, but passively regenerate 100% 50% less mana, for 60 sec. Mage - LvL 90 Talent.
Arcane
- Arcane Barrage Launches bolts of arcane energy at the enemy target, causing [ 1,590 + 119.2% of Spell Power ] Arcane damage. Consumes all Arcane Charges. Arcane Barrage's damage is increased by 50% 40% per Arcane Charge, and it hits 1 additional nearby targets per Arcane Charge for 50% damage. Mage - Arcane Spec. 0.5% of Base Mana. 40 yd range. Instant. 3 sec cooldown.
- Arcane Blast Blasts the target with energy, dealing [ 702 + 100.8% [ 936 + 90% of Spell Power ] Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 50% 40% per Arcane Charge, and its mana cost is increased by 150% 120% per Arcane Charge. Mage - Arcane Spec. 1.666667% of Base Mana. 40 yd range. 2 sec cast.
- Arcane Charge An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage: and Evocation: Arcane Blast Generates a charge. Arcane Blast's damage is increased by 50% 40% per charge, and its mana cost increased by 150% 120% per charge. Arcane Missiles Generates a charge. Arcane Missiles' damage is increased by 50% 40% per charge. Arcane Explosion Refreshes charges and has a 30% chance to generate a charge if at least one target is hit. Arcane Barrage Consumes all charges. Arcane Barrage's damage is increased by 50% 40% per charge, and it hits 1 additional nearby targets per charge for 50% damage. Evocation Consumes all charges. Evocation's mana generation is increased by 25% per charge. Stacks up to 4 times and lasts 10 sec. Mage - Arcane Spec.
- Arcane Missiles Launches five waves of Arcane Missiles at the enemy over 2 sec, causing [ 379 + 28.5% [ 267 + 25.7% of Spell Power ] Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles' damage is increased by 50% 40% per Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges. Mage - Arcane Spec. 40 yd range. 2 sec cast (Channeled).
Frost
- Frostbolt Launches a bolt of frost at the enemy, causing [ 1,614 + 155% [ 1,988 + 191% of Spell Power ] Frost damage and slowing movement speed by 50% for 15 sec. Also causes the target to take an additional 5% damage from your Ice Lance, and your Water Elemental's Waterbolt, stacking up to 3 times. Mage - Frost Spec. 4% of Base Mana. 40 yd range. 2 sec cast.
- Summon Water Elemental Summon a Water Elemental to fight for the caster. Casting Frostbolt on your Water Elemental will heal it for [ 1,613 + 155% [ 1,988 + 191% of Spell Power ]. Mage - Frost Spec. 3% of Base Mana. 1.5 sec cast. 60 sec cooldown.
Major Glyphs
- Glyph of Blink Increases the distance you travel with the Blink spell by 5 yards. Also increases your movement speed during Blazing Speed by an additional 0%. Major Glyph. Major Glyph.

Mistweaver
- Muscle Memory When you successfully Jab or damage at least 3 enemies with Spinning Crane Kick, you gain Muscle Memory, increasing the damage of your next Tiger Palm or Blackout Kick by 200%. Monk - Mistweaver Spec. 150%. Monk - Mistweaver Spec.

- Seal of Righteousness Fills you with Holy Light, causing melee attacks to deal 6% 9% weapon damage to all targets within 8 yards. Unlimited range. Instant.
- Seal of Righteousness Fills you with Holy Light, causing melee attacks to deal 6% 9% weapon damage to all targets within 8 yards. 16.4% of Base Mana. Instant.
Talents
- Light's Hammer Hurl a Light-infused hammer into the ground, where it will blast a 10 yard area with Arcing Light for 16 14 sec. Arcing Light Deals [ 3,630 + 32.1% of Spell Power ] Holy damage to enemies and reduces their movement speed by 50% for 2 sec. Heals allies for [ 3,630 + 32.1% of Spell Power ] every 2 sec. Paladin - LvL 90 Talent. 30 yd range. Instant. 60 sec cooldown.
Protection
- Grand Crusader When you dodge or parry a melee attack, you have a 30% or hit with Crusader Strike or Hammer of the Righteous, you have a 12% chance of refreshing the cooldown on your next Avenger's Shield and causing it to generate a charge of Holy Power if used within 6 sec. Paladin - Protection Spec.
Retribution
- Seal of Justice Fills you with Holy Light, causing melee attacks to apply Justice to your target. Justice The attacking Paladin's next Templar's Verdict striking this target will also deal 0% 25% weapon damage as Holy per application of Justice. Stacks up to 0 times 5 times. Lasts 20 sec. Paladin - Retribution Spec. 16.4% of Base Mana. Instant.

- Devouring Plague Consumes all of the caster's Shadow Orbs to deal [ 78.6% [ 1,643 + 78.6% of Spell Power ] Shadow damage and an additional [ 274 + 13.1% of Spell Power ] Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed. Can be cast in Shadowform. 100 yd range. Instant.
- Devouring Plague Consumes all of the caster's Shadow Orbs to deal [ 78.6% [ 1,643 + 78.6% of Spell Power ] Shadow damage and an additional [ 274 + 13.1% of Spell Power ] Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed. Instant.
Shadow
- Devouring Plague Consumes all of the caster's Shadow Orbs to deal [ 78.6% [ 1,643 + 78.6% of Spell Power ] Shadow damage and an additional [ 274 + 13.1% of Spell Power ] Shadow damage every 1 sec for 6 sec. Also heals the caster for 1% of their maximum health when it deals periodic damage. Damage and healing increased based on the number of Shadow Orbs consumed. Can be cast in Shadowform. Priest - Shadow Spec. All Shadow Orbs. 40 yd range. Instant.
- Mind Blast Blasts the target for [ 2,780 + 191.7% [ 3,322 + 229.1% of Spell Power ] Shadow damage and generates 1 Shadow Orbs. Can be cast in Shadowform. Priest - Shadow Spec. 3% of Base Mana. 40 yd range. 1.5 sec cast. 8 sec cooldown.

Talents
- Ancestral Guidance When you deal direct damage or healing for the next 10 sec, 40% of that amount damage or 60% of healing is copied as healing to up to 3 nearby injured party or raid members. Shaman - LvL 75 Talent. Instant. 2 min cooldown.
- Conductivity When you cast Healing Wave, Greater Healing Wave, or Healing Surge, allies within your Healing Rain share healing equal to 20% 30% of the initial healing done. If your Lightning Bolt, Chain Lightning, Earth Shock, or Stormstrike damages an enemy, allies within your Healing Rain share healing equal to 50% of the initial damage done. Shaman - LvL 75 Talent.
Elemental & Restoration
- Lava Burst You hurl molten lava at the target, dealing [ 1,894 + 120% of Spell Power ] Fire damage [ 1,263 + 80% of Spell Power ] Fire damage. Lava Burst will always deal a critical strike. If your Flame Shock is on the target, Lava Burst will deal a critical strike 50% additional damage. Shaman - Elemental & Restoration Spec. 7.7% of Base Mana. 30 yd range. 1.5 sec cast. 8 sec cooldown.
Raid & Dungeon Abilities
- Amber Retaliation Inflicts 50,000 Inflicts 15,000 Nature damage to all enemies illuminated by Bright Light. 100 yd range. Instant.
- Arcane Blast Blasts the target with energy, dealing 6,500 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 50% 40% and mana cost of Arcane Blast is increased by 150% 120%. Effect stacks up to 4 times and lasts 10 sec or until any Arcane damage spell except Arcane Blast is cast. 8% of Base Mana. 30 yd range. 2.5 sec cast.
- Blazing Radiance Deals 50,000 Deals 35,000 Fire damage to all enemies and increases damage dealt by Fire attacks by 0%. Instant.
- Blazing Radiance Deals 50,000 Deals 35,000 Fire damage to all enemies and increases damage dealt by Fire attacks by 5%. Instant.
- Blue Rays Inflicts 800,000 Frost Damage divided amongst all targets in the Blue Rays. This damage is increased by 1% each time the victim is hit by this effect. The increased damage taken effect lasts 3 min. 100 yd range. Instant. 100 yd range. Instant.
- Bright Light Inflicts 800,000 Nature Damage divided amongst all targets in the Bright Light. This damage is increased by 1% each time the victim is hit by this effect. The increased damage taken effect lasts 3 min. 100 yd range. Instant. 100 yd range. Instant.
- Burning Blast Inflicts 10,000 Inflicts 20,000 Fire damage to all enemies. 150 yd range. Instant. 3 sec cooldown.
- Caustic Gas Inflicts 0 Inflicts 800,000 Nature damage split evenly between all enemies within a 30 25-yard cone. 3 sec cast. 12 sec cooldown.
- Cheep Inflicts 50,000 Inflicts 150,000 Physical damage to the target. Limited to 1 target. 500 yd range. 2 sec cast.
- Cheep Inflicts 100,000 Inflicts 200,000 Physical damage to all enemies within 0 10 yards of the target. 200 yd range. Instant.
- Crimson Bloom Inflicts 100,000 Inflicts 150,000 Fire damage to all enemies within 500 yards. Instant.
- Explosive Slam The golem slams the ground, inflicting 200,000 Fire damage to enemies within 11 9 yds. of his target. Enemies struck are seared, increasing the damage of subsequent Explosive Slams for 25 sec. 15 yd range. 2.5 sec cast.
- Feed Pool Inflicts 60,000 Inflicts 100,000 Nature damage to the target each second. 100 yd range. Instant.
- Focused Lightning Pulses 40,000 Nature damage every 0 sec second. to other players within 5 yards. Melee range. Instant.
- Frostbite Inflicting 30,000 Inflicting 15,000 Frost damage to all allies within 4 yards every 2 1 sec. for 30 sec. Standing within 0 4 yards of allies reduces the stacks of Frostbite. 500 yd range. Instant.
- Furious Stone Breath Inflicts 200,000 Inflicts 150,000 Nature damage to all enemies every 0.5 sec for 4.5 sec. Unlimited range. Instant.
- Infrared Light Inflicts 800,000 Fire Damage divided amongst all targets in the Infrared Light. This damage is increased by 1% each time the victim is hit by this effect. The increased damage taken effect lasts 3 min. 100 yd range. Instant. 100 yd range. Instant.
- Lightning Storm Zaps the target with Lightning, causing them to shock nearby allies. This jumps to nearby allies, causing them to also pulse with electricity. 300 yd range. Instant. Healing is absorbed. 300 yd range. Instant. 2 sec cooldown.
- Putrify Inflicts 15,000 Inflicts 10,000 k damage every 1 second. This effect stacks. 100 yd range. Instant.
- Quills Inflicts 80,000 Inflicts 88,000 Physical damage to all enemies within 500 yards. 500 yd range. Instant.
- Shifting Doom 100 yd range. Instant. Inflicts 75,000 Nature damage to all enemies within 4 yards. 100 yd range. Instant.
- Slimed Intercepting Ji-Kun's food prevents a Feed Pool from forming; but causes the intercepting player to suffer 150,000 Nature damage every 3 seconds for 10 50,000 Nature damage every 5 seconds for 15 sec. This effect stacks. 100 yd range. Instant.
- Spinning Shell The turtle chases players around the room, spinning rapidly and continuously inflicting 100,000 Physical damage to enemies within 5 yards, knocking them away. 100 yd range. Instant. Instant.
- Static Wound Jin'rokh the Breaker statically constricts the target, inflicting 15,000 Nature damage per stack to all players when taking melee attacks. This effect stacks, but reduces 20,000 Nature damage per stack when taking melee attacks. Additionally inflicts a third of that damage to other players. This effect stacks, but decreases in potency over time. Unlimited range. Instant. 3 sec cooldown.
- Tears of the Sun Deals 80,000 Deals 60,000 Fire damage to random players. 100 yd range. Instant.
- Tears of the Sun Deals 80,000 Deals 60,000 Fire damage to random players. 100 yd range. Instant.
- Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Unlimited range. Instant. 6 sec. Unlimited range. Instant.
- Thundering Throw Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 0 Physical damage. Additionally inflicts 200,000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec. Unlimited range. Instant. 6 sec. Unlimited range. Instant.
- Tidal Force Inflicts 0 Inflicts 150,000 Frost damage to enemy players in its path. 300 yd range. Instant.
- Touch of the Animus The Dark Animus periodically corrupts a random target, inflicting 70,000 Fire damage every 8 30,000 Fire damage every 4 sec. for the remainder of the encounter. Unlimited range. Instant.
- Unleashed Flame Deals 700,000 damage split evenly between targets within 10 yards. Unlimited range. Instant.2 sec cooldown.
- Wild Smash Inflicts 250,000 Inflicts 150,000 Physical damage to enemy players in its path. 300 yd range. 1 sec cast.
- Wind Storm Deals 30,000 Nature damage every 1 Deals 60,000 Nature damage every 2 second. Damage, healing, and absorption reduced by 80%. 100 yd range. Instant.
Blue Posts
Originally Posted by Blizzard Entertainment
PTR Class and Set Bonus Issues
Soo, in short you just nerfed us ele shamans so we can swich targets easly?
There was no nerf. Sorry if my explanation was unclear. Lava Burst with Flame Shock should do exactly the same damage it does on live. Lava Burst without Flame Shock will do more damage than it does on live. It is a buff to unfavorable situations.
Now all that said, Elemental's damage is still low. I didn't want that message to distract players from the Lava Burst change. I also didn't want players to campaign for just buffing the heck out of Lava Burst, because that would have done damage to the rotation and PvP. Instead, we want to buff Elemental evenly. Imagine a Shamanism buff if you must until we decide the actual change.
Rogue 4 piece is COMPLETELY useless for combat. We already energy cap during Ad Rush, so giving us more energy during Shadow Blades does nothing, as de-coupling Ad Rush/Shadow Blades appears to be a DPS loss even with the 4 piece. I thought the goal was to boost combat single target damage in 5.2. Guess not.
We would need to see some numbers on this. If you hate to decouple the two CDs then I could see how it would be a problem. But decoupling them and using the set bonus should be a DPS increase.
Go back to the start, start with the principle of "Basic rotation is MS->OP->OP->X" and "Sometimes you will prioritize Slam over OP when you are running high on rage", and figure out how to make it work from there. As it is, always having OP always taking priority over all the other fillers leaves the rotation feeling too cramped and awkward, and takes all rage management out of the rotation, leaving us with no choices except hitting HS when we can't spend enough rage with the default rotation.
The intent is Mortal Strike -> Overpower with Slam used during Colossus Smash or during moments of excess rage.
We tried the change to Overpower proc'ing Sudden Death with noble intentions of making the rotation more dynamic since CS would be slightly more predictable. However, the change isn't a clear win, so we're not sure it's a good change. We are likely to go back to autoattacks proc Sudden Death, but leaving the 1 GCD on Overpower. We are also intrigued by the idea of having Opportunity Strikes (mastery) also proc Sudden Death, so we might run some numbers on that. The buff to Deep Wounds, mastery and haste should all help with Arms scaling (though we remain convinced that players often focus much too much on scaling and not on overall DPS). (Blue Tracker / Official Forums)
Vanilla WoW Nostalgia
Answer can be found in the vid I posted above, game is hardly any time consuming now.
It really depends on which activity are you doing. Sure, if you only do dailies, scenarios, etc, it doesn't take much time. If you want to cap your valor points, you'll have to put some time into the game, though.
If you're chasing Heroic raid kills, you'll have to devote time as well. That's the beauty of the game these days, you can devote as much time as you want (and your reward will probably be comparable to how much time you've spent).
It doesn't matter if you don't get to see an end boss, it tells you hey I need to put some effort into this game if I want to do it, and before I get to see the end boss I have to experience the other fights as well.
For some it does. It was kinda weird for some people to see Illidan on the cinematic in TBC and never get to see him while he was current content because of .
If you don't have enough time well that is a different thing, but allow people that have or find time and put effort to feel awarded for it, don't just let everyone who can press Join LFR see and defeat the boss.
People that have time (and the will) can defeat Heroic bosses and get rewarded much more than someone seeing the content through LFR. And from time to time there're bosses that are exclusive to Heroic raiders (Algalon, Sinestra, and now Ra-den when 5.2 is released).
That's what in my opinion new WoW will never have and why old way of raiding will always be better than the current one, it simply does not feel rewarding enough for people that want to put effort and this has absolutely nothing to do with nostalgia because it's a fact, whoever raided whoever spent hours grinding/gearing after finishing what they started (eg Illidan) they could say I feel proud of myself and get a sense of accomplishment something people today will NEVER feel.
It's your opinion, so you can't make it a fact. I feel as proud of my Arthas kill as I do of my TBC/Wrath/MoP kills. It's just up to you to how much importance you wish to give to those events.
For me Arthas ranks higher than the others. Why? Because I've liked the Lich King character for a really long time and I feel his story (Arthas) was interesting to me.
Anyone saying FOR A FACT that any stage of this game was the best, is a person unable to grasp the simple concept of "subjectivity". What one considers the peak of existence for this game, others didn't even bother coming back to beyond reaching max level.
True. As much as I love those evenings in BRD with my friends, I wouldn't have the time for it today. Time changes.
If you had a good guild with a sufficient array of active people, you had it all. If you didn't? Well, you best get searching! Happened to level on a medium pop server that died before you hit 70? You better transfer!
In fact, I remember some guilds became "feeders" of the most progressed guilds on the realm, so these guys could never really climb through the ranks because they kept losing raiders to guilds with more progress.
Most people are just nostalgic. Nobody remembers the monotonous, the day to day. Everyone remembers the peaks. Do you remember the grind between 55 and 58?
This is true, we tend to forget the bad memories and keep the bright ones. Back in Vanilla, I leveled my first character from 58 to 60 just circling Corin's Crossing because it was most efficient than trying to quest back then. And it wasn't terribly fun...
http://www.youtube.com/watch?v=2byfN...ZxPfq&index=16 This may explain what happened to the community
It's a very interesting thought in fact, thanks for sharing it!
For me, BC had its perks (I cleared everything but SWP before the great nerf). I enjoyed it overwhelmingly, and believed there was nothing greater than THAT era, even in WOTLK or Cata. Come Mists, I can now appreciate the range of content, the ease, the beauty of choice, etc. that was not there in BC. As mentioned before, I would like the sense of a community back and not just the current XBOX live crowd, but if that requires removing LFD/ LFR, then I'd rather stick with ignoring people.
But even these days, you surely have your community, right? I mean, your own circle of friends (perhaps your entire guild, perhaps just some guildies and a couple friends on the realm).
We're all part of the same community. If anything, I'd say now we have the luxury of deciding when and how we want to participate with strangers. Before it was your only way of accessing to certain content (5-man PuGs or more progressed raiding guilds) and as with everything else in life, at times you'd have wonderful experiences and at times absolutely miserable ones.
So, was that better than being able to stick with your friends and try to go as far as possible? It's really up to each individual. Some people love to make new friends, some would rather stick to their circles.
WoW was better because the community was far better. All this LFG/LFR stuff ruined the community, but certainly brought in the big bucks.
The community wasn't really better. Perhaps what happened was that the interaction was more limited? Through the Finder tools you can literally encounter hundreds of players every single day, it's hard to not come across a rotten apple every so often. Back then we didn't even have a Raid Finder, so most experiences with large groups were on PVP, and I'm fairly sure we all have memories of how heated the BG chat would be at times, as well as players from the opposite faction shouting text that was offensive for your team.
The bad apples were already there, but our exposure as individuals... I'd wager it was much smaller, since even arranging a 5-man group (a pure PuG, that is) was a rather lengthy process.
It's human nature, we naturally dislike change. I guarantee if you go on any popular game forum you'll see how terrible people think that game is now compared to how it used to be.
Oh, but this happens even on games that are yet to be released... There'll always be people hoping for something that is not what they feel they're getting.
When questing you had to read the quest and understand where the mobs are or what to do for it, now you get the quest and look at map go where the circle is, so stupid, and nobody quests in the old zones anymore the world is empty, the world is dead.And there are many other things but ill stop here.
As far as I remember, many players would read the quest name, go to Thottbot, type the name of the quest, note the coordinates and then, with their addon, and then go there and get it done. Leveling guides from 1-60 were also popular because many players felt lost on their way to max level without them. You might feel that was epic, but it was truly confusing for the people that really didn't know where to go next or how to get to maximum level.
i love this blue poster, he dumps on vanilla all the time
Vanilla gave me very memorable experiences. I enjoyed the discovery of Azeroth, the trek with my first character all the way to level 60. My first Molten Core, UBRS, WSG, you name it. But looking back, that doesn't prevent me from seeing the flaws it had in many regards.
Vanilla was good in some aspects and bad in others. And every expansion since then has had its own lows and highs.
Except back then your reputation mattered and helped to keep people in check. With no server transfers or name changes people couldn't afford to continually be idiotic in their interaction with others. That really any better?
There were plenty of ninja looters, gankers and PVP griefers back then. It wasn't any different to today. Reputation and helping others was important only to those that cared about it, just as (surprise) today.
There's always been the choice of sticking with friends and progressing as far as you could. Now, if friends just aren't cutting it you can leave them behind without a seconds thought and jump into the anonymous world of LFD/LFR.
Quite the opposite, you can actually go with them onto LFD/LFR if for some reason they can't go through normal modes and you'll get as far as you can. Back in the days, you had to leave them behind if you wanted to go kill, say, Kil'jaeden, and they weren't cutting it.
Playing the devil's advocate here, but basically The game now is just this
1)ACCEPT QUEST
2) OPEN MAP
3) COMPLETE QUEST BY GOING TO THE NUMERS ON YOUR MAP
4) VIEW ALL MAJOR PVE CONTENT IN LESS THEN A DAY BY PRESSING QEUE (FEEL FREE TO AFK IN LFR)
5) THE PEOPLE YOU MET IN CROSSREALM ZONES, DUNGEONS, RAIDS, SCENARIOS, PVP YOU'LL MOST LIKELY NEVER SEE AGAIN
Back then it was something like this...
1) Accept quest
2) Minimize WoW, check in Thottbot (for example) the quest(s?)
3) Complete quest going to the noted coordinates.
4) Minimize WoW, go to youtube, view all major PVE content in a couple hours by pressing "play" (Feel free to kick back and relax)
Point 5 doesn't really apply here because we didn't have Cross-realm zones, dungeons, raids, scenarios back then, but it did apply on PVP however.
Looking back at the other 4 points. We could argue the first three now have reduced hassle. And I don't know about you, but I'd rather take part on viewing all major PVE content and achieve it by myself (no matter if its on LFR, Normal or Heroic) than see some random pixel heroes go do it while I'm left trying to figure out what's going on. (Blue Tracker / Official Forums)
Player Proposed PvP Changes Feedback
- Strip classes off their CC. Some classes should not be able to CC at all. Warriors did perfectly fine throughout Vanilla, TBC and WotLK (bar S5) without any form of stun, same with many other classes that lacked CC. Rogues and Paladins were the only classes that had a form of stun and it should remain like that.
Warriors had mace stun in BC, Mages had Deep Freeze in WotLK and Impact stun in both WotLK and BC, Druids had both Bash and Pounce, even hunters had a form of stun in BC. Many more classes than just rogues and Paladins had a form of stun.
Stating that you feel some classes should not be able to CC because that is how it was back in the old days is not an appropriate argument, because it's not true. Since the beginning of WoW all classes have had at least some form of CC, be it roots, snares, interrupts, disarms, fears, stuns, incapacitates or disorients. However, saying you feel that every class has too many CC's now is understandable, but do note that we are not going to simply remove every single CC from the game.
If we were to remove all crowd control from the game, then everyone would simply run at each other and just mash buttons, with all things being equal whoever got the first hit would win. We definitely understand that there are legitimate reasons for why some players just don’t like CC, but when it comes to designing an interesting and interactive combat model for PvP, there are many more reasons for CC to exist.
- Make Blue PvP gear (Not the crappy Contender's set, but stuff as Dreadful) completely craftable. I'm getting sick of losing games against opponents I know I can win against just because they bought a RBG boost. World of Warcraft being a MMO (jk LFR) doesn't justify the huge gear gap this game currently has.
We are addressing gear disparity in patch 5.3, we know that catching up part way through a season where you have fallen behind in gear is frustrating. You can find out more about the upcoming gear changes for PvP here: http://eu.battle.net/wow/en/blog/6994181
- Bring back CLASS UNIQUENESS! Every class has everything now. It's just plain boring. You might aswell remove classes because they are all copies of each other. Why did Paladins get an interrupt AND an AoE blind? What do Monks lack that no other Melee has? Why did Rogues and Mages get a heal?
Yet one of the key arguments that you see quite regularly here is, "Y has the ability to do Z. Why is it that my class, X, cannot also do Z?"
This is not to say you are wrong or that the above argument is in any way valid. The abilities a class has is just one of the things that makes them unique, you have to also think of their intricacies and how each one operates using their own mechanics and/or resources. Just because the game has moved away from more clunky systems such as Aura/Aspect twisting and stance dancing doesn't mean that all classes have become the same. We have been implementing new systems to the game that keeps making classes feel and play uniquely, like Holy Power and many others.
While it's not immediately evident, crowd control abilities are also unique to every class. In the end a stun ends up doing the same thing for all classes, but the how its used and what is done to use it is generally unique to each class. Saying that there are no unique classes because they can all CC is the same saying every class is identical because they can do damage (I understand that this is a hyperbole, but you get my point). The above reasons are why you see a great variety in classes played, because they are all different, if each of them were the same then why would there be classes?
- Make casters actually have to cast again. The current state of the so-called "casters" is completely retarded. They're basicly Melee DPS but from Ranged. It's just stupid.
I made a post about this a while back, we understand that the amount of instant casts is quite frustrating right now and we are looking into this. We wish to start not only moving many of the crowd control spells back to having a cast time, but also other spells as well. You can already see some of this shift in the 5.2 patch notes, such as the cast time on Blinding Light and an arming time on Ring of Frost when used with Presence of Mind. You can see the old post on this topic here: http://eu.battle.net/wow/en/forum/to...365?page=6#108 (Blue Tracker / Official Forums)
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